Re: SNES Splatoon (How do I shot HiROM?)
Posted: Tue Apr 19, 2016 11:44 am
Let's put it this way: yes, you're going to try to do the best you can to make sure your code doesn't take too long and create lag frames. But in case it does happen (and it's likely there will be some edge case where it does), which would you rather happen?
a) The game just lags.
b) The game behaves erratically, writing unpredictable values to unpredictable locations, possibly crashing and burning, drawing garbage to the screen, making branches misfire, sending garbage to the SPC, causing all sorts of unreproducable, nigh-undebuggable problems.
Because b) is what you're risking if you don't preserve everything in your interrupt handlers. It is not worth it to leave those out just to save a few cycles in your handlers, just because you're pretty sure you won't lag.
a) The game just lags.
b) The game behaves erratically, writing unpredictable values to unpredictable locations, possibly crashing and burning, drawing garbage to the screen, making branches misfire, sending garbage to the SPC, causing all sorts of unreproducable, nigh-undebuggable problems.
Because b) is what you're risking if you don't preserve everything in your interrupt handlers. It is not worth it to leave those out just to save a few cycles in your handlers, just because you're pretty sure you won't lag.